Reply To: How are you starting?

Home Forums Previous Months 52 – January 2021: Master of Magic How are you starting? Reply To: How are you starting?


HPLovegames
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Now, if you are playing CASTER of Magic, you have a slightly different situation. War/Life/Sling can be effective, but the enemy AI will aggressively counter you with spells like Guardian Wind (friendly unit is immune to missiles) and Warp Wood (enemy unit can’t use ranged weapon… because slings are made of wood…).

Difficulty in CoM basically effects the enemy wizards. Wandering monsters and denizens of lairs are mostly unchanged, and a Great Wyrm will wreck you on Easy or Insane. I would advise starting players to save scum dungeons because you don’t know the relative strengths of the monsters inside.

Genies, Efreet, Demon Lords, and Archangels are remarkably powerful, flying enemy spellcasters. Don’t expect to bring them down with normal units shy of elite, heavily buffed Magicians. You will likely have trouble with them until you have your own powerful summons on the field.

Great Drakes, Sky Drakes, and Great Wyrms are melee brutes that can easily dispatch legendary heroes in one or two shots.

Dungeons containing Phantom Warriors and Phantom Beasts are easy pickings for a group of archer-types… unless your scout failed to notice the invisible Air Elemental waiting to wreck your day.

The easiest start in Caster of Magic is 10 books Death (black), Conjurer, and Specialist. You will want to quickly summon armies of Ghouls. Ghouls fire life draining bolts that will annihilate most early game units (and late game Barbarians, which are terrible). Enemies slain by the Ghouls will rise as undead who will happily guard your cities without pay and without eating up all the tasty, tasty food.

While your undead empire grows, make sure to research increasingly powerful summons. By the end of the game, you want Death Knights and Demon Lords darkening the skies of Arcanus and Myrror.